Ashin's Commission: The Great Escape!

(OOC: Fire...yeah, see they have a decent explanation in Planescape, but I agree it could have been handled a tad differently.

As to boobies=succubus, well that's not a bad heuristic, I guess. Guessing succubus wouldn't be too bad, I guess, especially since the correct guess is impossible, but involves Priestess + Evil Artifact -> Demon Priestess + No More Evil Artifact

Still waiting on Xael.)
 

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Almayce tries to make his way towards the three other men if he can do so without being hit by someone in the process.
 

(OOC: He certainly can do so, or at least begin to do so. People are in the
way, so just a double move for now, and since he backed up earlier, that places
him ten feet in front of Eternity and Zaeryl, well out of range of an attack by
the weird claw-growing enemies still, at least for this round)

*Almayce moves forward towards the other three men. Meanwhile, Zaeryl begins to
conjure up a new construct, perhaps one that can fly. His other two constructs
continue their attacks on the Chevaliers. One misses horribly twice and scores
a single, but decently worthwhile, blow. The other has better luck, but its
attacks are weaker.*

(OOC: 8 Damage, and then 5 + 4 = 9 Damage

E2 has 44 - x - y, and E3 has 16 - y)

*The Chevaliers respond in kind. One of them, the only female Chevalier, who is closest to Ironwolf, takes a sidestep to put the Astral Construct in between herself and Ironwolf, as she makes two quick attacks, one of which strikes home.*

(OOC: C1 takes 7 more)

*The man engaged with both Hulgyr and the Construct (who are now flanking), takes a sidestep away as he attacks Hulgyr, breaking the flank for the moment (Hulgyr can just step to reestablish though, if he wants. Hulgyr's socks remain pretty lucky. One of the attacks against Hulgyr misses terribly, and the other is extremely weak considering how large and nasty of a claw the man creates.*

(OOC: Hulgyr takes 10)

*The third Chevalier has finished Michael, so he drifts forward and around, staying clear of anywhere in Ironwolf's charge range and setting himself to charge Hulgyr if Hulgyr moves to flank his buddy.*

(OOC: Hulgyr and Ironwolf!)
 

Patlin said:
Updated Summary:
5 pp remaining, 30 damage
Force Screen and Vigor: just less than 7 minutes left
Expansion: More than 1 hour left

Rystil Arden said:
(OOC: Hmm? Did you apply Hulgyr's 26 Damage to Ironwolf? The math looks like a yes on that )

ooc: So it should still be:

5 pp remaining, 4 damage, 10 temporary hit points
Force Screen and Vigor: just less than 7 minutes left
Expansion: More than 1 hour left

Ironwolf will take a move action, interposing his large frame between Hulgyr and the badguy getting ready to charge him. He will then re-manifest Greater Concealing Amorpha, leaving himself with 1 pp left due to the room's effects.
 

(OOC: He's on the wrong side to block for Hulgyr--remember that Michael and Ironwolf took opposite sides, and the last enemy is coming from Michael's side

Also, Hulgyr is safe if he doesn't move to flank and instead circles to prevent the charge instead)
 

Rystil Arden said:
(OOC: He's on the wrong side to block for Hulgyr--remember that Michael and Ironwolf took opposite sides, and the last enemy is coming from Michael's side)


Hmm. OK, then. Is there a badguy he can charge, or whom he can move up to and attack? How about someone he can use an action to get near after manifesting his power, so as to be able to attack next round?
 




If Hulgyr and Michael are both down, Ironwolf would prefer to use his positioning so as to be ready to help them out. As he as no ability to heal the apparently dying Orc, he makes sure those who can help know.

"Hulgyr's down! Needs a healer!"
 

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